mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
d2788f7cf3
- xBR folder reorganized; - All main presets work with gamma corrected; - Other Presets folder created for historical reasons.
261 lines
7.5 KiB
Plaintext
261 lines
7.5 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Hyllian's xBR-lv3 - pass1 Shader
|
|
|
|
Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
float XBR_BLENDING;
|
|
} params;
|
|
|
|
#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
|
|
|
|
#define XBR_BLENDING params.XBR_BLENDING
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
} global;
|
|
|
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
|
#define round(X) floor((X)+0.5)
|
|
|
|
const vec4 low = vec4( 0.0, 0.0, 0.0, 0.0);
|
|
const vec4 high = vec4(255.0, 255.0, 255.0, 255.0);
|
|
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
|
|
|
|
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
|
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
|
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
|
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
|
|
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
|
|
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
|
|
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
|
|
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
|
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
|
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
|
|
|
|
const vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
|
|
const vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
|
|
const vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
|
|
const vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
|
|
const vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
|
|
const vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec4 t1;
|
|
layout(location = 2) out vec4 t2;
|
|
layout(location = 3) out float aa_factor;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
// vTexCoord = TexCoord;
|
|
vTexCoord = TexCoord * 1.0001;
|
|
|
|
float dx = global.SourceSize.z;
|
|
float dy = global.SourceSize.w;
|
|
|
|
// A1 B1 C1
|
|
// A0 A B C C4
|
|
// D0 D E F F4
|
|
// G0 G H I I4
|
|
// G5 H5 I5
|
|
|
|
aa_factor = 2.0*global.OutputSize.z * global.SourceSize.x;
|
|
|
|
t1 = vTexCoord.xyyy + vec4( 0, -dy, 0, dy); // B
|
|
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); //D E F
|
|
// H
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec4 t1;
|
|
layout(location = 2) in vec4 t2;
|
|
layout(location = 3) in float aa_factor;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
layout(set = 0, binding = 3) uniform sampler2D XbrSource;
|
|
|
|
// Return if A components are less than or equal B ones.
|
|
vec4 LTE(vec4 A, vec4 B)
|
|
{
|
|
return step(A, B);
|
|
}
|
|
|
|
// Return if A components are less than B ones.
|
|
vec4 LT(vec4 A, vec4 B)
|
|
{
|
|
return vec4(lessThan(A, B));
|
|
}
|
|
|
|
float dist(vec3 A, vec3 B)
|
|
{
|
|
return dot(abs(A-B), Y);
|
|
}
|
|
|
|
// Calculate color distance between two vectors of four pixels
|
|
vec4 dist4(mat4x3 A, mat4x3 B)
|
|
{
|
|
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
|
|
}
|
|
|
|
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
|
|
{
|
|
return round(mix(low, high, v));
|
|
}
|
|
|
|
vec4 unpack_info(float i)
|
|
{
|
|
vec4 info;
|
|
info.x = round(modf(i/2.0, i));
|
|
info.y = round(modf(i/2.0, i));
|
|
info.z = round(modf(i/2.0, i));
|
|
info.w = i;
|
|
|
|
return info;
|
|
}
|
|
|
|
/*
|
|
mat4 unpack_info(vec4 i)
|
|
{
|
|
mat4 info;
|
|
info[0] = round(modf(i/2.0, i));
|
|
info[1] = round(modf(i/2.0, i));
|
|
info[2] = round(modf(i/2.0, i));
|
|
info[3] = i;
|
|
|
|
return transpose(info);
|
|
}*/
|
|
|
|
mat2x4 unpack_info2(float i)
|
|
{
|
|
mat2x4 info;
|
|
info[0].x = round(modf(i/2.0, i));
|
|
info[0].y = round(modf(i/2.0, i));
|
|
info[0].z = round(modf(i/2.0, i));
|
|
info[0].w = round(modf(i/2.0, i));
|
|
info[1].x = round(modf(i/2.0, i));
|
|
info[1].y = round(modf(i/2.0, i));
|
|
info[1].z = round(modf(i/2.0, i));
|
|
info[1].w = i;
|
|
|
|
return info;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u, px; // px = pixel, edr = edge detection rule
|
|
vec4 fx, fx_l, fx_u, fx3_l, fx3_u; // inequations of straight lines.
|
|
vec3 res1, res2;
|
|
vec4 fx45i, fx45, fx30, fx60, fx15, fx75;
|
|
|
|
vec2 fp = fract(vTexCoord*global.SourceSize.xy);
|
|
|
|
vec3 B = texture(XbrSource, t1.xy).rgb;
|
|
vec3 D = texture(XbrSource, t2.xw).rgb;
|
|
vec3 E = texture(XbrSource, t2.yw).rgb;
|
|
vec3 F = texture(XbrSource, t2.zw).rgb;
|
|
vec3 H = texture(XbrSource, t1.xw).rgb;
|
|
|
|
mat4x3 e = mat4x3(E, E, E, E);
|
|
mat4x3 f = mat4x3(F, B, D, H);
|
|
mat4x3 h = mat4x3(H, F, B, D);
|
|
|
|
// These inequations define the line below which interpolation occurs.
|
|
fx = (Ao*fp.y+Bo*fp.x);
|
|
fx_l = (Ax*fp.y+Bx*fp.x);
|
|
fx_u = (Ay*fp.y+By*fp.x);
|
|
fx3_l = ( Az*fp.y + Bz*fp.x );
|
|
fx3_u = ( Aw*fp.y + Bw*fp.x );
|
|
|
|
if (XBR_BLENDING == 1.0) {
|
|
vec4 delta = vec4(aa_factor);
|
|
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
|
|
vec4 deltaU = deltaL.yxwz;
|
|
|
|
fx45 = saturate( 0.5 + (fx - Co ) / delta );
|
|
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
|
|
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
|
|
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
|
|
fx15 = saturate( 0.5 + (fx3_l - Cz ) / deltaL );
|
|
fx75 = saturate( 0.5 + (fx3_u - Cw ) / deltaU );
|
|
}
|
|
else {
|
|
fx45 = LT( Co, fx );
|
|
fx30 = LT( Cx, fx_l );
|
|
fx60 = LT( Cy, fx_u );
|
|
fx45i = LT( Co + Ci, fx );
|
|
fx15 = LT( Cz, fx3_l );
|
|
fx75 = LT( Cw, fx3_u );
|
|
}
|
|
|
|
vec4 info = texture(Source, vTexCoord);
|
|
|
|
vec4 i = remapFrom01(info, low, high);
|
|
|
|
mat2x4 edx = unpack_info2(i.x);
|
|
mat2x4 edy = unpack_info2(i.y);
|
|
mat2x4 edz = unpack_info2(i.z);
|
|
|
|
edr = edx[0];
|
|
edr_l = edy[0];
|
|
edr_u = edz[0];
|
|
edri = unpack_info(i.w);
|
|
edr3_l = edx[1];
|
|
edr3_u = edy[1];
|
|
px = edz[1];
|
|
|
|
fx45i = edri * fx45i;
|
|
fx45 = edr * fx45;
|
|
fx30 = edr_l * fx30;
|
|
fx60 = edr_u * fx60;
|
|
fx15 = edr3_l * fx15;
|
|
fx75 = edr3_u * fx75;
|
|
|
|
vec4 maximos = max(max(max(fx15, fx30), max(fx60, fx75)), max(fx45, fx45i));
|
|
|
|
res1 = mix(E, mix(H, F, px.x), maximos.x);
|
|
res2 = mix(E, mix(B, D, px.z), maximos.z);
|
|
|
|
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
|
|
|
res1 = mix(E, mix(F, B, px.y), maximos.y);
|
|
res2 = mix(E, mix(D, H, px.w), maximos.w);
|
|
|
|
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
|
|
|
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
|
|
|
|
|
|
FragColor = vec4(res, 1.0);
|
|
}
|